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General/Other - Reptile Reptile Post Patch 6/23/15

RapZiLLa54

Monster Island Tournaments
After toying with him with @G4S J360 for like 2 hours in training mode last night here is what we discovered.

Pros
Forceball/NJP combos are back!
34>fb>sb>uppercut> run > f412 slide is the new meterless swag of 34%
b1d4 also combos into reg fb for around 30 or 31%
f412 > dash > NJP > f41 >f412 slide is 34% meterless although super strict.
New EX nimble combo mid screen is 34>fb> late NJP EX nimble > b34 > f41 > f412 > slide I believe was 39-40%? Can't remember. I'm sure this can be done in the corner for more damage.
b2 combos buffed especially in the corner is a welcomed addition.

Its not just about the meterless combos here its about that they actually leave your opponent open for 50/50 in nimble as well.

34 reg Nimble is actually a legit setup, its spacing on hit allows you to counter anything your opponent will do which is huge. 34 EX nimble run in is a free 50/50. This also buffs Noxious because he gets a free string / grab setup when activating Noxious after 34/b1d4 as well. 121 on hit has similar buffs too.

b1d4 Is a big buff IMO. Now he has a low string hit that combos meterless for solid damage. It also has the same properties where a b1d4 ex nimble grants a 50/50 mixup or b1d4 noxious the same. His b1 has very good range as well so this might end up being his best punisher for some specials/strings.

7frame d3 is great.

Cons
Forceball still suck for zoning and EX fb is still full combo punishable....
Spit still does only 5% damage is -16 and doesn't have enough advantage on hit outside of Nimble.
No safe specials or buffs to meter building, granted we just got 2 new meterless starters so this one is kind of a wash?
Damage nerf to Nimble in the corner was pretty severe, his 49% combo now only does 43%.
No variation buffs and most of the damage buffs are mute outside of b2 because they have no combo ability so his highest damaging combo actually got nerfed, not buffed.


Overall Thoughts
These buffs help Reptile but I'm not sure its much to move him up the chart. His 7F d3 now lets him deal with fake fbc pressure he originally couldn't deal with but more importantly forces opponents to have to poke him instead of check him with strings which is huge imo and I'm excited to see how that plays out. Still might be the only character in the game without a safe / + special, he solely relies on option selects which is well boring imo. Nimble and Deceptive still rely too heavily on meter and with the big damage nerf to Nimble I think this without a doubt makes Noxious his #1 variation. Is he still bottom 5? Probably but I can say for certain hes at least fun to play with forceball combos again which matters a lot to me.
 
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UsedForGlue

"Strength isn't everything"
Lol most of the changes are useless except for the 7f D3. It's w/e but enough.

Btw stealth nerf: 34 xx EX Swipe, NJP, 21, F412 xx Slide now does 32% instead of 34%
Yea but you can launch with 34 Fast Force Ball for free now, and I think you get 32%, so you don't need to spend that bar for 2% anymore.
 

buyacushun

Normalize grab immunity.
Hey man, I was reviewing the math, and actually, the way cancel advantage is calculates is different from you and I were thinking:

The cancel data of 25 refers to how many frames into the move the special takes to come out. It is not the cancel advantage, which we would have to calculate as following:

On hit you are +27. If you cancel with a special, it comes out 25 frames into the move. Since the move has 39 total frames (summing startup, active and recover), it gives you a cancel advantage of 39-25 = 14 frames, which adds to your hit advantage of 27 totaling +41. This is the real Cancel Advantage on Hit.

If the cancel advantage on hit was +52, we should be able to cancel into ex basilisk (36 startup) in Nimble, and still connect an ex slide (6f) or any move under 15 frames. But it was impossible, and so I figured something was wrong with the math. Now, having a cancel adv. on hit of 41 seems right since you have only a 6f window after ex basilisk and so the ex slide doesn't connect.

So, I've edited the op again! lol
Oh wow that also makes sense. There has to be an official statement by NRS on these things somewhere. Thanks!!!
 
Reactions: huh
Pretty cool buffs, would rather have had another utility buff but the new d3 is good. Also, the merits of B1D4 I think lies in the hit advantage and for deceptive players like me is a pretty sick mix up to have with F412 while invisible.
 
Reactions: huh

huh

Noob
34 reg Nimble is actually a legit setup, its spacing on hit allows you to counter anything your opponent will do which is huge. 34 EX nimble run in is a free 50/50. This also buffs Noxious because he gets a free string / grab setup when activating Noxious after 34/b1d4 as well. 121 on hit has similar buffs too.

b1d4 Is a big buff IMO. Now he has a low string hit that combos meterless for solid damage. It also has the same properties where a b1d4 ex nimble grants a 50/50 mixup or b1d4 noxious the same. His b1 has very good range as well so this might end up being his best punisher for some specials/strings.
Does the EX nimble and Noxious setups after 34 work on block? I'm not able to check the frame data now, but that would be huge indeed.

b1d4 EX nimble/Noxious is only a setup on hit, right? On block you are at disadvantage since the cancel advantage on block is only +7 (see my post above about cancel advantage math) and EX nimble is 36f.

Please confirm, this can be very good.
 
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RapZiLLa54

Monster Island Tournaments
Does the EX nimble and Noxious setups after 34 works on block? I'm not able to check the frame data now, but that would be huge indeed.

b1d4 EX nimble/Noxious is only a setup on hit, right? On block you are at disadvantage since the cancel advantage on block is only +7 (see my post above about cancel advantage math)

Please confirm, this can be very good.
No he still doesn't have any real frame traps on block only on hit.
 
Reactions: huh
Needed some help with Forceballs, and some variation help!!!

Does anyone here choose one variation over another for a certain matchup?

Reptile doesn't have the "zoning" stance, or oh this is my "rush down" variation. He's kind of just there with all those stances that practically do nothing but allow you to play mindgames against yourself at character select.
 

rpg

Horror Specialist
All this i will have to try these things out when i get home from work today.
 

Gesture Required Ahead

Get on that hook
Another thing I noticed that's potentially a stealth nerf: Poison Gas now scales so DoT done in-combos gradually decrease. Was it always like this? Before, all BnBs in Noxious did 1% more damage and now they do the same as Nimble and Deceptive.

ayy Noxious nerfs :(
 

Gesture Required Ahead

Get on that hook
Really? I've just been trying it out and can do it without run cancelling. It is tight but it honestly doesn't feel that bad.

Still though, huge props for the 34 into stink. This is golden.
Then you should be able to do it more consistently with Run Canceling
 

zoofs

bless
Ayyy option selectable and hit-confirmable somewhat noice stuff.


I think I'll give Reptile another shot
another option is to ex gas instead, its 42% 1bar if you do 34 ex gas, f412 dash, njp, 21, f412 slide and I'm pretty sure you can even probably get another 1-2% from doing f41 instead of 21.
I dunno about you, but I find doing NJP after the dash still pretttyy fucking hard.
it just takes practice as said above, but I personally find it easier if you do nj1 instead of 2 for some reason.
 
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