Mortal Kombat 1/Reptile/Introduction: Difference between revisions

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* '''Hard to Keep Out:''' On top of his solid mobility, Reptile can can cover his approach with a slow EX Force Ball. The forceball also allows him to safely apply his skip-neutral moves: Dash Attack (BF2), a fast command dash with a safe on block EX version, Falling Fangs (DB4), a tracking overhead teleport, and Death Roll (BF4), a low profiling, 3/4ths screen armored reversal.
* '''Hard to Keep Out:''' On top of his solid mobility, Reptile can can cover his approach with a slow EX Force Ball. The forceball also allows him to safely apply his skip-neutral moves: Dash Attack (BF2), a fast command dash with a safe on block EX version, Falling Fangs (DB4), a tracking overhead teleport, and Death Roll (BF4), a low profiling, 3/4ths screen armored reversal.
* '''Beware the Tail:''' While Reptile is comfortable at any range, he is at his strongest in the midrange, where he can apply a variety of space controlling normals. Foremost among them is his B313 string, a confirmable advancing low that can be special cancelled at any point.
* '''Beware the Tail:''' While Reptile is comfortable at any range, he is at his strongest in the midrange, where he can apply a variety of space controlling normals. Foremost among them is his B313 string, a confirmable advancing low that can be special cancelled at any point.
* '''Meter Efficient Combos:''' With two meterless Force Balls per juggle, two combo starting strings, and a safe jabstring that starts combos in the corner, Reptile rarely needs to spend primary meter to perform combos.
* '''Meter Efficient Combos:''' With two meterless Force Balls per juggle, two combo starting strings, a safe jabstring that starts combos in the corner, and two air strings that suspend the enemy, Reptile rarely needs to spend primary meter to perform combos.
* '''"To Catch Me...":''' Reptile is one of the two characters with access to invisibility. Though it has a bit of a delay, he can implement it in his combo structure to cover the startup.
* '''"To Catch Me...":''' Reptile is one of the two characters with access to invisibility. Though it has a bit of a delay, he can implement it in his combo structure to cover the startup.
* '''Crocodilian D2:''' Reptile's D2 has a huge semicircular hitbox, boasting superb vertical and horizontal coverage. Certain combos will also use a D2 to lead into a reset.
* '''Crocodilian D2:''' Reptile's D2 has a huge semicircular hitbox, boasting superb vertical and horizontal coverage. Certain combos will also use a D2 to lead into a reset.
* '''Versatile Kameo Choice:''' Without major weaknesses in his base moveset, Reptile is not beholden to any specific kameo choice and is free to experiment. Common choices include Scorpion to combo from nearly any normal, Motaro for even better pressure from EX Force Ball, new combo routes from the EX Acid Spit, and easier Fatal Blow combos, and Darrius for deadly HTB setups from his B313.
* '''Versatile Kameo Choice:''' Without major weaknesses in his base moveset, Reptile is not beholden to any specific kameo choice and is free to experiment. Common choices include Scorpion to combo from nearly any normal, Motaro for even better pressure from EX Force Ball, new combo routes from the EX Acid Spit, and easier Fatal Blow combos, and Darrius for deadly HTB setups from his B313.
|cons=
|cons=
* '''Below Average Damage:''' Though Reptile rarely needs to spend meter to perform his B&Bs, his actual damage once he gets an opening is middling at best. It can be difficult for him to surpass 400 damage, even with meter.
* '''Meter Efficient Combos, Meter Dependent Neutral:''' While Reptile rarely needs to spend meter on combos, his neutral gameplan is highly meter dependent to create space with EX Acid Spit and Force Balls, advance with EX Elbow Dash, or swiftly enter invisibility.
* '''Mediocre Armored Reversal:''' Death Roll low profiles and has great range, but its slow startup makes it vulnerable to armor breaks, easy to safe jump, and prone to unintentional whiffing on certain gaps. It also creates almost no space on block, making the punish basically guaranteed.
* '''Mediocre Armored Reversal:''' Death Roll low profiles and has great range, but its slow startup makes it vulnerable to armor breaks, easy to safe jump, and prone to unintentional whiffing on certain gaps. It also creates almost no space on block, making the punish basically guaranteed.
* '''Lacks X-Factor:''' Reptile lacks the extreme damage, relentless pressure, and terrifying mix of the game's top tiers. He must rely on a disciplined, fundamentals-centered gameplan to win.
* '''Lacks X-Factor:''' Reptile lacks the extreme damage, relentless pressure, and terrifying mix of the game's top tiers. He must rely on a disciplined, fundamentals-centered gameplan to win.
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Revision as of 18:09, 25 October 2023

Reptile is a versatile character without glaring weaknesses, well suited to players with a strong grasp of approaches, spacing, and hit confirms. The pillar of his moveset is the Force Ball (DB3), a mid projectile that pops up the enemy for meterless combos. Two meterless Force Balls can be used per juggle (TBC)

Strengths Weaknesses
  • Flexible Lizard: Reptile boasts a robust moveset that has tools for every range; the double hitting mid Force Ball from a distance, numerous normals for the midrange, and close range stagger and mix options.
  • Nimble Lizard: With strong dashes, above average walk speed, and a command dash, Reptile is a highly mobile fighter on the ground.
  • Hard to Keep Out: On top of his solid mobility, Reptile can can cover his approach with a slow EX Force Ball. The forceball also allows him to safely apply his skip-neutral moves: Dash Attack (BF2), a fast command dash with a safe on block EX version, Falling Fangs (DB4), a tracking overhead teleport, and Death Roll (BF4), a low profiling, 3/4ths screen armored reversal.
  • Beware the Tail: While Reptile is comfortable at any range, he is at his strongest in the midrange, where he can apply a variety of space controlling normals. Foremost among them is his B313 string, a confirmable advancing low that can be special cancelled at any point.
  • Meter Efficient Combos: With two meterless Force Balls per juggle, two combo starting strings, a safe jabstring that starts combos in the corner, and two air strings that suspend the enemy, Reptile rarely needs to spend primary meter to perform combos.
  • "To Catch Me...": Reptile is one of the two characters with access to invisibility. Though it has a bit of a delay, he can implement it in his combo structure to cover the startup.
  • Crocodilian D2: Reptile's D2 has a huge semicircular hitbox, boasting superb vertical and horizontal coverage. Certain combos will also use a D2 to lead into a reset.
  • Versatile Kameo Choice: Without major weaknesses in his base moveset, Reptile is not beholden to any specific kameo choice and is free to experiment. Common choices include Scorpion to combo from nearly any normal, Motaro for even better pressure from EX Force Ball, new combo routes from the EX Acid Spit, and easier Fatal Blow combos, and Darrius for deadly HTB setups from his B313.
  • Meter Efficient Combos, Meter Dependent Neutral: While Reptile rarely needs to spend meter on combos, his neutral gameplan is highly meter dependent to create space with EX Acid Spit and Force Balls, advance with EX Elbow Dash, or swiftly enter invisibility.
  • Mediocre Armored Reversal: Death Roll low profiles and has great range, but its slow startup makes it vulnerable to armor breaks, easy to safe jump, and prone to unintentional whiffing on certain gaps. It also creates almost no space on block, making the punish basically guaranteed.
  • Lacks X-Factor: Reptile lacks the extreme damage, relentless pressure, and terrifying mix of the game's top tiers. He must rely on a disciplined, fundamentals-centered gameplan to win.