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

huh

Noob
Build more meter, catch them pressing buttons to lead into 50/50, now they respect it which opens up grab /50/50, jump over. It opens up mind games. Jumping in 50/50 on block leads to barely any meter build, either pushes you far back or leaves you at the mercy of your opponent. His biggest strength was his f21 footsie game, now hes got something in your face as well I can't wait to use it tonight in casuals.
That's one of the best results of the patch.

1, 3, 21 are +2, and each one followed by d3 are frame traps. The opponent has only 5 frames to trade with d3. Almost none of the characters have that.

12, 14, 34, 2 followed by d3 are very hard to punish, giving 6-9 frames of punishment window. And all this strings can be completed/cancelled for a combo/knock down so unless the opponent reads and risks any of that, he will not punish the d3.

141 and b2 causes a pushback on block that leaves them/us out of d3 range. But are + strings that can be followed by a run cancel fast move for more pressure.

So, that leads to some good pressure on block making opponents to second guess. If the d3 connects, you can loop that strings. Or you can now jump over, throw, or go for b3/f3 Option Selects, f412, b1d4 combos

Of course, all frame trapping strings are high, so they can duck and punish, but then, njp, b2 and f412 are there to condition them to stand. Or you can jip and jail them.

That, in my opinion, really changes the meta. D3 is not only a "get out of pressure" poke, but can be combined with all those strings to really boost Reptile's neutral game.

@RapZiLLa54 , please, let us know what were the results of that on your casuals. I'm very interested on getting to see this meta developed, optimized and enjoy the fruits of your efforts ;)
 
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huh

Noob
That is really strange. Framedata-wise, it should be possible to combo 34 Ex nimble/Ex invis f412

Noxious traits are -41

Ex Invis = -26
Ex Nimble = -36

You have 5 to 15 more frames than Noxious trait, and if f4 (9f) connects in Noxious that should grant moves from 14 to 24 startup frames to connect in the same situation.. so F4, 12, 34, all should connect.

Perhaps NRS blocked any follow up on Nimble and Deceptive traits? It's the only explanation.

Is that intentional? Or a bug? @colt could please clarify?
 
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RapZiLLa54

Monster Island Tournaments
Midscreen bnb is 34 - noxious - f412 - dash- njp- run cancel f41- f412 slide for 40% meterless

Best 1 bar in the corner I've found is 34 - noxious - f412 - dash - f41 - f412 - ex klaw - f412 slide for 46%
 

MrInsaynne

PG Coach Steve
I know there are new bnbs going around after this patch. I found 2 combos that i thought were pretty cool from stand 34. For the second combo, obviously in noxious he can get much more than that now for no meter, but im just showing off the combo itself as it will be available in all variations too. Seems like stand 21 has a more consistent hitbox now

 
Does anyone else use b3 into green balls/ex inv/the flippy overhead thing/other specials? Its not safest thing ever but has so much reach and people get hit by the green balls especially
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I know there are new bnbs going around after this patch. I found 2 combos that i thought were pretty cool from stand 34. For the second combo, obviously in noxious he can get much more than that now for no meter, but im just showing off the combo itself as it will be available in all variations too. Seems like stand 21 has a more consistent hitbox now

Good shit.

Yeah, 21 hits so far out now, getting 21 21 in juggles is much easier and lends to that second combo you did.

Noxious Reptile gets so much meterless damage, it's not even funny. Also, I played Noxious vs my brother earlier. I like it more than I thought I would. My only gripe, coming from Nimble, is just the lack of corner carry in comparison. Being able to float someone from one side of the screen to the other is just too good. If Nimble wasn't so meter-hungry, it would be so much more respectable.
 

UsedForGlue

"Strength isn't everything"
Noxious is looking good man.

Earlier I was doing 34 MB DD3, F412 NJP 21, 14 and landing the 18% throw after the HKD. I think the combo was 38/39%, + the 18...

Loving it.
 

Xev

Noob
I'm sorry but why the hell would I ever use 34.. It's a slow high attack with average range.. And has no good cancel advange on block. Again kudos for staying positive but we have been trolled
I've been viewing it as a match specific punish when applicable. It is 12 frames, but in matches where we can use that we'd be foolish to pass up the extra damage.
 

MrInsaynne

PG Coach Steve
I'm sorry but why the hell would I ever use 34.. It's a slow high attack with average range.. And has no good cancel advange on block. Again kudos for staying positive but we have been trolled
I believe the term we're looking for is max damage punishment.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Why would I punish with a slow high normal when I could punish with a 9frame mid for the same damage.. Smh think before posting
Could be situational perks, since the 34 combo doesn't switch sides. Also, in Noxious and Nimble, you can net higher damage with 34. And 34 starter in the corner is more damaging meterless than f412.
 

RapZiLLa54

Monster Island Tournaments
So after playing a ton of casuals last night at the Arena I can confirm the d3 buff is great and lets us actually play the game and keep people honest. b1d4 definitely messes with people especially at max range since b1 will also AA jumps and the d4 links to forceball, especially deadly in the corner since you can b1 while they are on the ground and then b2 for a solid mixup.

34 is a little tougher to use, has to be used at around sweep distance since his standing 3 similar to MK9s 3 picks his foot up off the ground so example if a character tried to D4 you would go over it and punish him on recovery with 3(4). 34 Noxious combos are awesome :) but I got a lot more use out of b1d4 since its a better footsie tool overall.

Definitely have to break some old habits and get more comfortable with punishing with 34 as f412 is just programmed but I'll get it. His forceballs still need a complete overhaul on startup/recovery and acid spit as well. The plus side though, is I was able to use xray several times last night which is something I was never able to do previously thanks to all the meterless options now. So now when using forceballs I'm going to only use EX ones since he can actually afford it.
 

STB Sgt Reed

Online Warrior
Also...

@RapZiLLa54
@Xev
@Fraud Blank
@whoever else

Hate to keep beating this idea to death as it's probably never worth the meter even if you aren't punished... but can you tell me what I'm doing wrong here in practice mode? I set the dummy to "roll - on" and "wakeup - on" (Used Buzzsaw lao with wakeup ex spin and reptile with wakeup ex slide). Also tried it without the roll set to on and when I did the following combo...

34 poison gas F412 elbow dash F412 ex spit. I had time to block and punish both of the previously mentioned characters wakeups after the ex spit. So what am I doing wrong? You guys were saying it's punishable except after 14 ex spit. Doesn't seem to be true...

Also, in the corner I tried a simple combo of F412 elbow dash F412 ex spit and after spit you can go straight into another F412 and vs the 3 or 4 characters I tried it against, the F412 after spit knocked them out of their armor wakeup. Not sure if this would work in longer combos (probably not b/c of gravity and them not having as much time before they hit the ground), but there ya go lol

So... either I'm doing something wrong ooooor you actually can use ex spit.
 

STB Sgt Reed

Online Warrior
@STB Sgt Reed I've never really played around with it outside of the corner you could be on to something. I personally would never use it midscreen though.
Was just thinking that you could do the spit... now you have poison gas and spit out. If they wakeup... punish for full combo. If they just lay there you can go in for pressure with 2 dots going. If they tech roll... obviously they are out. Idk, just trying to find stuff.
 

Cossner

King of the Jobbers 2015
Administrator
@dribirut dude you really have to level up that yomi

Btw uppercut->njp bnbs are easier now, I'll try and post some stuff once I'm back to Amurica.
 

Gesture Required Ahead

Get on that hook
Also...

@RapZiLLa54
@Xev
@Fraud Blank
@whoever else

Hate to keep beating this idea to death as it's probably never worth the meter even if you aren't punished... but can you tell me what I'm doing wrong here in practice mode? I set the dummy to "roll - on" and "wakeup - on" (Used Buzzsaw lao with wakeup ex spin and reptile with wakeup ex slide). Also tried it without the roll set to on and when I did the following combo...

34 poison gas F412 elbow dash F412 ex spit. I had time to block and punish both of the previously mentioned characters wakeups after the ex spit. So what am I doing wrong? You guys were saying it's punishable except after 14 ex spit. Doesn't seem to be true...

Also, in the corner I tried a simple combo of F412 elbow dash F412 ex spit and after spit you can go straight into another F412 and vs the 3 or 4 characters I tried it against, the F412 after spit knocked them out of their armor wakeup. Not sure if this would work in longer combos (probably not b/c of gravity and them not having as much time before they hit the ground), but there ya go lol

So... either I'm doing something wrong ooooor you actually can use ex spit.
I'll lab it some more later. Can you implement it in more damaging BnBs?
 

RapZiLLa54

Monster Island Tournaments
I'll lab it some more later. Can you implement it in more damaging BnBs?
Thats always been my issue, combos have to be cut short for you to be able to safely have a setup but the opponent has so many options. I also don't like the fact that if they do the long laydown they avoid the puddle damage for its duration even though they are laying in it lol