Reptile Thread - "Argh!"

yeah same here man, i save my bars for breakers for reptile and exelbowdash when im in the corner and exsfb's at the end of combos

but as far as meters in combos go i think the one i posted is the most efficient for how easy/how many bars it is.

you could also do 32exacidhand dash 32 ffb sfb 321slide if they are blocking the 32 low after training them to block low with 321slide on block. If they are fuzzy gaurding just finish the 321acidhand string for pushback and good chip
 
I can't get the 321 elbow dash (whiff) njp 32 sfb ffb 321 slide...can never land the njp after the elbow dash whiff

it takes practice but as soon as you enter in b,f,2 you are going to want to hold the up button then as soon as you see the jump animation starting youre gunna wanna hit 1 or 2

it takes some practice but just hop into training until you get it.

it isnt very practical for online as the button lag is an issue
 
it takes practice but as soon as you enter in b,f,2 you are going to want to hold the up button then as soon as you see the jump animation starting youre gunna wanna hit 1 or 2

it takes some practice but just hop into training until you get it.

it isnt very practical for online as the button lag is an issue

I got it finally and like u said it's not happening online so I'll just perform it on my friends I guess...preciate the help
 
Fullscreen tactic
At fullscreen do an enhanced slow force ball then wiff an elbow dash then a slide then slide again and then thats where the forceball connects and you get an inescapable juggle
 
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I've been trying since day one to main Reptile.
I've watched combo/tutorial videos.
I've read this thread.
I've spent hours with him in the lab, but it just never works out.



Sorry Reptile, it just wasn't meant to be :cry:
 
Hay guys ! I just started playing with reptile and he is ****ing AWESOME !

Anyway I have a problem with the enhanced slide. Everytime I use it even in a simple combo like 3,2,1 - enhanced slide, reptile always slides under the opponent :/ i never seem to be able to connect. Any tips ?

Also in the (1,2,2 - Fast Forceballl - 3,2 - Slow Forceball - 3,2,1 - Slide) combo if you start with 3,2 - Enhanced Fastball (Normal doesn't connect) and continue the rest of the combo like always, you get 36% damage instead of 31%. 39% if you start with a jump punch.. But most of you probably already know that. Just pointing it out for the benefit of the noobs like me :)
 
trap, it can be blocked and some moves can wake up on it, but you can exploit it if you elbow dash twice or so and use throw(inescapable)
 
Rapzilla over on Tym discovered a crazy new reset situation....

Any combo ending in 321 works but ill use 321 rep dash njp ffball 32 sfball 321 ex sfball....now you rep dash immediately, then do 321 presumably they will block so as not to risk their wake up move being interrupted by your ex force ball, immediately follow the blocked 321 with 124 slide....the slide connects on a non low block and they are popped up by the slow ball, follow with ex ffball 321 slide and you have massive damage.

Of course they can block the 124 slide so if they expect the slide you just skip the slide input, they must block the ex ball and you have a free jump in.

Some teleporting characters can escape.

Also the slide after 124 is completely safe ad the ex ball connects imediately and gives knock back on block.
 
Rapzilla over on Tym discovered a crazy new reset situation....

Any combo ending in 321 works but ill use 321 rep dash njp ffball 32 sfball 321 ex sfball....now you rep dash immediately, then do 321 presumably they will block so as not to risk their wake up move being interrupted by your ex force ball, immediately follow the blocked 321 with 124 slide....the slide connects on a non low block and they are popped up by the slow ball, follow with ex ffball 321 slide and you have massive damage.

Of course they can block the 124 slide so if they expect the slide you just skip the slide input, they must block the ex ball and you have a free jump in.

Some teleporting characters can escape.

Also the slide after 124 is completely safe ad the ex ball connects imediately and gives knock back on block.

I practiced that all night and it is a very nice setup...I was already fairly good with reptile but this is gonna make me use him more
 
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