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General/Other - Reptile Reptile General Discussion

What do you think is the best variation to use?


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skater11

The saltiest
What is the highest corner combo meterless with deceptive reptile? Anyone??

Edit: and midscreen. Also best combos after a hit confirmed force ball
 
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So this thread is a bit of a mess with videos of all kinds of things all over the place.

I'm currently doing these, what am I doing suboptimally?


Midscreen

f412 xx bf2 > 21 > f412 xx ender
f412 xx bf2 > 21 >f21 1+2 EX > f412 xx ender

b2 > run > f412 xx ender
b2 > f21 1+2
Don't really have a 1 meter version that i think is worth it?

b3/f3 xx OS EX db2 > nj.P > run > 21 > f412 xx ender
b3/f3 xx OS EX db2 > nj.P > jf.K > run > f21 1+2

12 xx OS df3 > nj.P > dash > 21 > f412 xx ender
12 xx OS df3 > nj.P > fj.K > f21 1+2
Don't really have a 1 meter version here but mostly because I haven't tried.



Corner

f412 xx db3 > jb.K > jf.P (jf.K if I'm really feeling myself) > 21 > f412 xx ender
Don't know how to really spend meter to increase damage here satisfactorily? Outside of spending meter on the ender as a setup.

b2 > 21 > 21 > f412 xx ender
Once again no metered version but I haven't tried.

b3/f3 xx OS EX db2 > nj.P > fj.K > fj.K > 21 > f412 xx ender
Probably not close to optimal? At least I'm guessing, this only does 31% haha

12 xx OS df3 > jb.K > jf.P > nj.P > 21 > f412 xx ender
Again not sure about this one and have no metered version of it



That's pretty much all I am doing really, lots of holes (I sub Reptile, not main) that I want to fill out and if possible optimise what I'm doing. I do have other confirms but they pretty much all fall into the category of starter > do one of the above really.

So Reptile mains, what am I doing wrong?
 

Badfulgore

Beta Tester
So this thread is a bit of a mess with videos of all kinds of things all over the place.

I'm currently doing these, what am I doing suboptimally?


Midscreen

f412 xx bf2 > 21 > f412 xx ender
f412 xx bf2 > 21 >f21 1+2 EX > f412 xx ender

b2 > run > f412 xx ender
b2 > f21 1+2
Don't really have a 1 meter version that i think is worth it?

b3/f3 xx OS EX db2 > nj.P > run > 21 > f412 xx ender
b3/f3 xx OS EX db2 > nj.P > jf.K > run > f21 1+2

12 xx OS df3 > nj.P > dash > 21 > f412 xx ender
12 xx OS df3 > nj.P > fj.K > f21 1+2
Don't really have a 1 meter version here but mostly because I haven't tried.

Bnb wall for all variations do you want?

Corner

f412 xx db3 > jb.K > jf.P (jf.K if I'm really feeling myself) > 21 > f412 xx ender
Don't know how to really spend meter to increase damage here satisfactorily? Outside of spending meter on the ender as a setup.

b2 > 21 > 21 > f412 xx ender
Once again no metered version but I haven't tried.

b3/f3 xx OS EX db2 > nj.P > fj.K > fj.K > 21 > f412 xx ender
Probably not close to optimal? At least I'm guessing, this only does 31% haha

12 xx OS df3 > jb.K > jf.P > nj.P > 21 > f412 xx ender
Again not sure about this one and have no metered version of it



That's pretty much all I am doing really, lots of holes (I sub Reptile, not main) that I want to fill out and if possible optimise what I'm doing. I do have other confirms but they pretty much all fall into the category of starter > do one of the above really.

So Reptile mains, what am I doing wrong?
 

Badfulgore

Beta Tester
So this thread is a bit of a mess with videos of all kinds of things all over the place.

I'm currently doing these, what am I doing suboptimally?


Midscreen

f412 xx bf2 > 21 > f412 xx ender
f412 xx bf2 > 21 >f21 1+2 EX > f412 xx ender

b2 > run > f412 xx ender
b2 > f21 1+2
Don't really have a 1 meter version that i think is worth it?

b3/f3 xx OS EX db2 > nj.P > run > 21 > f412 xx ender
b3/f3 xx OS EX db2 > nj.P > jf.K > run > f21 1+2

12 xx OS df3 > nj.P > dash > 21 > f412 xx ender
12 xx OS df3 > nj.P > fj.K > f21 1+2
Don't really have a 1 meter version here but mostly because I haven't tried.
Maybe 36% no meter for all variations. Is very easy


Corner

f412 xx db3 > jb.K > jf.P (jf.K if I'm really feeling myself) > 21 > f412 xx ender
Don't know how to really spend meter to increase damage here satisfactorily? Outside of spending meter on the ender as a setup.

b2 > 21 > 21 > f412 xx ender
Once again no metered version but I haven't tried.

b3/f3 xx OS EX db2 > nj.P > fj.K > fj.K > 21 > f412 xx ender
Probably not close to optimal? At least I'm guessing, this only does 31% haha

12 xx OS df3 > jb.K > jf.P > nj.P > 21 > f412 xx ender
Again not sure about this one and have no metered version of it



That's pretty much all I am doing really, lots of holes (I sub Reptile, not main) that I want to fill out and if possible optimise what I'm doing. I do have other confirms but they pretty much all fall into the category of starter > do one of the above really.

So Reptile mains, what am I doing wrong?
 

Gesture Required Ahead

Get on that hook
So does Elbow dash have any other use besides being a mediocre combo starting punisher now?

With the inclusion of Run, the fact that it starts up in 8f, the fact that it recovers in 10f and the way F412 places the opponents on the screen, it can't be sweet spotted anymore. Basically losing its mobility purposes. EX version no longer crosses up nor gives +f on block nor can be used as a pseudo wake up.

I feel the only reason it is used is because it's his fastest move and that is only because of his slow normals.

Also, stink and EX stink recovery can be cancelled by holding block. Using it at the end of a round from a F412 xx EX stink ender is GDLK. Run up, throw, insta 16% or just Run and block, enjoy constant 1% DoT.

Just be careful on Noxious Reptile mirrors. It seems ANY DoT move loses its function as soon as you start inflicting chip or regular damage
 

learis1

Guardian Cadet
So this thread is a bit of a mess with videos of all kinds of things all over the place.

Midscreen
b2 > f21 1+2
Don't really have a 1 meter version that i think is worth it?
My rule of thumb is that if you can net at least 10% more damage with meter then it's worth it. With that in mind, I do:

b2, f21, 1+2mb, f412 xx slide.

I'm not home so I can't check that dmg comparison of that vs a meterless combo starting from b2 mid screen. But I'd say if it gives you 10% or more dmg, then it's worth considering.
 

MK_GDROM

*Spit* No Charge
Dam thx. I got immediate results. Now how would you catch them with F41. I have the most problem here.
You can try practicing run cancelling when they are mid air. Then try F4, 1. Break f41 down to F4, and then 1. Do F4 repetitiously until you can consistently connect it, then add 1 to the end of it. I have problems with Reptile combos as well since I am new to doing combos like these, so I have an easier time breaking the combos down to one input at a time, and then slowly stringing them together. It might help if you keep doing parts of it till you can do it ten times without fail.

I feel like some if not a lot of combos in this game are like UMK3 (Ultimate Mortal Kombat 3) in which it is often better to be using Run with your combos rather than hoping you catch them without it.

Once again, I do apologize for the main post not being very organized as I am new to this kind of forum style, and am still learning how to use it effectively. If you have any constructive criticism, please feel free to add it and I will try to act accordingly.
 
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Method

Full Combo Punishable
Total frame data noob here, hoping someone can set me straight.

I'm away from my PS4 so apologies if these numbers are wrong: Reptile's 1 is listed as a 10 frame startup, but his 12 combo appears to be 8? Is the combo actually faster than the poke itself? How does that work?

And a related question, is 12 xx DF3 into NJP etc. 30% slide ender his go to no meter punish? Or is the range just too short to rely on? What's a better option to punish at a longer range? b3 xx DB2 MB (too slow)? 2124 something, as indicated in the OP? Thanks in advance!
 

MK_GDROM

*Spit* No Charge
Total frame data noob here, hoping someone can set me straight.

I'm away from my PS4 so apologies if these numbers are wrong: Reptile's 1 is listed as a 10 frame startup, but his 12 combo appears to be 8? Is the combo actually faster than the poke itself? How does that work?

And a related question, is 12 xx DF3 into NJP etc. 30% slide ender his go to no meter punish? Or is the range just too short to rely on? What's a better option to punish at a longer range? b3 xx DB2 MB (too slow)? 2124 something, as indicated in the OP? Thanks in advance!
I can answer your first question. The frame data found in the combos tab (Moves List), is for the last input in the combo. So if his 1 is listed as 10 frame startup, that means the 1 is 10 frames, and the time it takes for the 2 in 12 to startup is 8 frames.
 

Method

Full Combo Punishable
I can answer your first question. The frame data found in the combos tab (Moves List), is for the last input in the combo. So if his 1 is listed as 10 frame startup, that means the 1 is 10 frames, and the time it takes for the 2 in 12 to startup is 8 frames.
Awesome, thanks for clearing that up. And thank you for organizing this thread. It can be a bit difficult to suss out combo strings from the videos (as very few appear to include step-by-step inputs), but the effort is appreciated! Cheers.
 

shad0ki11er 27

Time will only tell the Greats
just saying if no one else said it on some characters off b1 you can use forward 2.1 into the command grab and use the run to run threw the body and then you can make a 50/50 out of it so hope this helps anyone
 

STB Sgt Reed

Online Warrior
Here's a couple I came up with. I recorded them, but idk how to get xbox 1 recorded clips to youtube.

So:

In the spirit of MK9 reptile... this one includes acid ball in combo:

Jip1 F412 ex fast acid ball ... slow acid ball njp1 F211+3

and

Jip1 F412 elbow dash F4 ex db2 F211+3
or alternate ending of ex db2 F21 slide
 

Czarface

#GiveBarakaAChance
Reptile Combos: All combos were done in Noxious, and the damage in brackets is as follows (Default%/Poison Gas%/Toxic Fumes%) Combos done in either Deceptive or Nimble will generally do 1-2% less damage than default Noxious. Jumpins seem to always add 2%.

*All combos were tested against Sonya, Jax and Goro*

Meterless Midscreen:

- 12 xx DF3, NJP, Walk Forward, 21, F211+3 = (26%/29%/33%)
- 12 xx DF3, NJP, JI1, Run, F412 xx DB4F = (27%/30%/32%)
- 12 xx DF3, NJP, Walk Forward, 21, F412 xx BF4 = (30%/32%/35%)

- 2124, F211+3 = (21%/24%/28%)
- 2124, Run, 21, F211+3 = (25%/27%/32%)
- 2124, Run, F214 xx DB2 = (25%/27%/29%)
- 2124, Run, 21, Run, F412 xx BF4 = (29%/31%/34%)

- B2, F211+3 = (15%/17%/20%)
- B2, Run, F412 xx DB4F = (20%/21%/22%)
- B2, Run, F412 xx DB2 = (20%/21%/22%) *Only works on female characters and Goro*

- F412 xx BF2, 21, F211+3 = (27%/30%/32%) *Substitute 21 with D1 to make the combo significantly easier. It will do 3% less damage*
- F412 xx BF2, F214 xx DB2 = (27%/29%/30%)
- F412 xx BF2, D1, F412 xx DB4F = (28%/30%/32%)
- F412 xx BF2, 21, F412 xx BF4 = (31%/33%/35%) *I'm able to get this more consistently if I add a Run after the 21*

- DF3, NJP, JI1, Run, 21, F211+3 = (25%/26%/30%)
- DF3, NJP, JI1, Run, 1, F412 xx BF4 + (26%/28%/30%)

- BD3, DF3, NJP, Walk Forward, 21, F211+3 = (25%/27%/31%)
- DB3, DF3, NJP, Walk Forward, 21, Run, F412 xx BF4 = (28%/30%/33%)

Corner Meterless:

- 12 xx DF3, NJP, JI4, 21, F211+3 = (29%/31%/36%)
- 12 xx DF3, NJP, JI4, 21, F412 xx BF4 = (31%/34%/37%)
- 12 XX DF3, NJP, Walk Forward, 21, 21, F412 xx BF4 = (32%/35%/39%)
- 12 XX DF3, D2, 21, 21, F412 xx BF4 = (34%/37%/40%)

- 2124, NJP, JI4, 21, F412 xx BF4 = (32%/34%/38%)
- 2124, NJP, JI4, F41, F412 xx BF4 = (33%/36%/39%)

- B2, 21, 21, F412 xx BF4 = (28%/30%/32%)

- F412 xx DF3, JB4, F412 xx DB2 = (31%/33%/36%)
- F412 xx BF2, 21, 21, F412 xx BF4 = (33%/36%/38%)
- F412 xx DF3, JB4, 21, F412 xx BF4 = (34%/36%/39%)

Midscreen One-Meter:

- 12 xx DF3, NJP, Walk Forward, 21, F211+3EX, Walk Forward, F412 xx BF4 = (34%/37%/42%)

- B1D4 xx DB2EX, NJP, Run, 21, F412 xx BF4 = (32%/34%/37%)

- 2124, F211+3EX, Walk Forward, NJP, Run, F412 xx BF4 = (33%/36%/40%)
- 2124, Run, F412 xx DB2EX, Run, F412 xx BF4 = (33%/36%/39%)

- B2, Run, F412 xx DB2EX, F211+3 = (27%/29%/33%)
- B2, F211+3EX, Walk Forward, NJP, Run, F412 xx BF4 = (30%/33%/35%)

- F211+3EX, Walk Forward, NJP, Dash, 21, F412 xx Bf4 = (33%/36%/39%)

- F412 xx DF3EX, DB3, NJP, Walk Forward, 1, F211+3 = (30%/32%/36%)
- F412 xx BF2, 21, F211+3EX, Walk Forward, NJP, F211+3 = (35%/38%/43%) *Substitute 21 with D1 to make the combo significantly easier. It will do 2% less damage*
- F412 xx BF2, F412 xx DB2EX, Run, F412 xx BF4 = (35%/37%/40%)

- 34 xx DF3EX, NJP, JI1, Run, 21, F211+3 = (31%/34%/39%)
- 34 xx DB2EX, NJP, Run, 21, F412 xx BF4 = (34%/37%/40%)

- B3/F3 xx DF3EX, NJP, Walk Forward, 21, F412 xx BF4 = (29%/31%/34%)
- B3/F3 xx DB2EX, Walk Forward, NJP, Run 21, F412 xx BF4 = (30%/32%/34%)

- DB4EX, 21, F211+3 = (22%/25%/33%)
- DB4EX, 21, Run, F412 xx BF4 = (26%/28%/30%)

- DB2EX, NJP, Run, 21, F412 xx BF4 = (28%/30%/31%)

- BF2EX, Run, F211+3 = (24%/26%/29%)
- BF2EX, Run, F412 xx DB4F = (28%/29%/31%)

Corner One-Bar:

- 12 xx DF3, D2, F211+3EX, NJP, JI4, F412 xx BF4 = (37%/39%/43%)

- 2124, 21, F211+3EX, NJP, F412 xx BF4 = (37%/40%/45%)
- 2124, F41, F412 xx DB2EX, F412 xx BF4 = (38%/40%/44%)

- B2, F41, F412 xx DB2EX, F412 xx BF4 = (36%/38%/40%)

- F211+3EX, NJP, 21, 21, F412 xx BF4 = (36%/38%/43%)
- F211+3EX, NJP, JI4, F41, F412 xx BF4 = (37%/39%/43%)

- F412 xx DF3, JB4, F412 xx DB2EX, F412 xx BF4 = (37%/39%/42%)

- B3/F3 xx DB2EX, NJP, JI4, JI4, 21, F412 xx BF4 = (32%/34%/37%)
- B3/F3 xx DF3EX, D2, 21, F412 xx BF4 = (32%/34%/36%)
- B3/F3 xx DB2EX, NJP, JI4, F41, F412 xx BF4 = (33%/35%/38%)
- B3/F3 xx DF3EX, D2, F41, F412 xx BF4 = (33%/35%/38%)

I just spent the last few hours in training mode working on this, and the only combo video I've seen is ANBU Fight Clubs Reptile video; however I'm not taking credit for inventing any of these combos as I'm sure most have been found by now, I mostly just wanted everything organized and thought it might be helpful to others.

Edit: Added some more corner combos.

Setting up Poison Gas or Noxious Fumes:

You can replace the F412 xx BF4 ender on most combos with 14 xx DD3. 14 being the only string that is a hard knockdown and cancelable. This is safe against the entire cast.

Example: 12 xx DF3, NJP, Walk Forward, 21, 14 xx DD3
 
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The Magician

According to my sources...
New to reptile, what's the best move to spam in basilisk? I've been testing 4, bf4 for about 36% and corner carry.
 

tatterbug4

Bug of tater's
Do we have an anti air other than d2? From videos I've noticed cossner does d4 but is that good? Would really appreciate a feedback.