Mortal Kombat 1/Reptile: Difference between revisions

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{{AttackDataCargo-MK1/Query|reptile_b3}}
{{AttackDataCargo-MK1/Query|reptile_b3}}
Reptile's best normal - if not his best tool overall. B313 does it all: excellent range, hits low at two points, easily hit confirmable, fast enough recovery for staggers, and mostly safe. Remarkable for whiff punishes. Much of Reptile's gameplan is centered around fishing with B31 in the midrange to confirm into combos on hit and start offense on block. Back input also makes it easy to use with backdashes, synergizing well with Reptile's strong dashes and pushback.  
Reptile's best normal - if not his best tool overall. B313 does it all: strong range, starts and ends with a low, easily hit confirmable, fast recovery for staggers, and mostly safe. Remarkable for whiff punishes. Much of Reptile's gameplan is centered around fishing with B31 in the midrange to confirm into combos on hit and start offense on block. Back input also makes it easy to use with backdashes, synergizing well with Reptile's strong dashes and pushback.  
* B3 has Reptile keep much of his upper body back, making it an ideal normal for counterpoking highs.
* B3 has Reptile keep much of his upper body back, making it an ideal normal for counterpoking highs.
* Has a gap between B3 and B31.
* Has a gap between B3 and B31.

Revision as of 13:51, 4 October 2023

Introduction

Zaterran Slave

”Reptile is Zaterran, one of the reptiloid race which lives on Outworld’s fringes. Like other reptiles, Zaterrans can camouflage themselves. But Reptile possesses a unique mutation: one which allows him to shift shape to appear human. Bullied mercilessly by Zaterrans for this ability, Reptile left home to make his future elsewhere.”

Reptile is a Rushdown/Mixup kombatant that excels at playing neutral with close and mid-range buttons to whiff-punish and/or hit-confirm into kombos; he has different string starters that share the same enders which launch meterlessly or convert into juggles with Kameos, safe longer-reaching Low attacks (i.e. B3, B4), and a High-Mid S3 tail whip that can be cancelled after the first hit into his aerial Overhead DB4 (which can also be cancelled to establish pressure/mix and extend grounded kombos). Despite weaker zoning from fullscreen, his Mid projectile Force Ball (DF3) has a large hitbox that reaches midscreen and provides a meterless launch that can be extended with another Force Ball in the same juggle kombo by using the EX version or changing its speed. Reptile’s mixup game is enhanced by setting up his Invisibility manually (DU4) or automatically after cancelling (Air) DB4, which disappears if the opponent connects with him on hit or block; this helps him establish unseeable mix and bait the opponent into throwing out whiff-punishable attacks in an attempt to hit him and terminate the invisibility.

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 Kombos: With two meterless Force Balls per juggle, two kombo starting strings, a safe jabstring that starts kombos in the corner, and two aerial strings that suspend the enemy, Reptile rarely needs to spend primary meter to perform kombos.
  • "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 kombo structure to cover the startup.
  • Krocodilian D2: Reptile's D2 has a huge semicircular hitbox, boasting superb vertical and horizontal coverage. Certain kombos will also use a D2 to lead into a reset.
  • Versatile Kameo Choice: With long suspends and useful confirmable mids, Reptile can easily fit Kameos into his gameplan. Common choices include Scorpion for combos and invisibility setups, Motaro (for even better pressure from EX Force Ball, new kombo routes from EX Acid Spit, and easier Fatal Blow kombos), and Mavado for combos from throws and sweeps.
  • Meter-Dependent Neutral: While Reptile rarely needs to spend meter on kombos, 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.
  • Flawless Blocked: Reptile is uniquely vulnerable to flawless block, with many of his string enders becoming exceptionally unsafe on flawless block. He can use EX Elbow Dash to be safe, but it creates an armorable gap and costs meter.
  • 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.
Reptile
Mk1 reptile portrait.png
Base Health 1000.00
Availability

Normals and Strings

Grounded

114

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
7 2 18 - 20.00 3.00 High 4 2 2 -

Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.
11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.
114 cannot be special cancelled, but in the corner it will allow for (difficult) pickups with 1 > 23. Midscreen 114 can be continued with a kameo.

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
14f 2f 20f - 30.00 3.00 Mid 12f 0f 0f -

Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.
11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.
114 cannot be special cancelled, but in the corner it will allow for (difficult) pickups with 1 > 23. Midscreen 114 can be continued with a kameo.

114
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
15f 2f 27f - 70.00 10.500 Mid 27f 33f -7f -

Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.
11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.
114 cannot be special cancelled, but in the corner it will allow for (difficult) pickups with 1 > 23. Midscreen 114 can be continued with a kameo.


D1

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
7f 2f 23f - 20.00 3.00 Mid 12f -8f -8f -

A fairly typical D1 by itself. Bolstered by the presence of EX Elbow Dash, a mid special that will catch counterpokes, deal decent chip damage, and leave Reptile safe at -5 with pushback (unless the enemy punishes with a flawless block or an armored reversal). Like all D1 attacks, almost exclusively used for checking and abare as it will not combo on hit.


23 / 24

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
9f 3f 19f - 30.00 4.500 High 17f 0f 0f -

Bigger, heavier jab than 1 with a larger hitbox. However it lacks confirmable followups, relegating its use mostly to combo filling and antiairs. Has two natural string followups:

  • 23 is a meterless combo bounce string. The second hit is identical in every way to the F23 bounce, though in most situations F23 is the preferred pickup due to the greater damage and forward advancement of F2. Still, 23 will connect in several important situations where F23 would be difficult to land, such as in corner 114 combos and after a charged B2.
  • 24 follows up 2 with a nearly fullscreen low tail swipe. Like F23 it is identical to the F2 followup version, though this branch is generally more useful than F24 as the quicker recovery of 2 means that the tail comes out sooner. Nigh-unpunishable on a grounded block if spaced correctly, but very vulnerable to jump-ins. Reward on hit is pretty good, giving a decently long knockdown with as much damage as a sweep, but kameos can allow for full combo continuations from it.

23
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
13f 3f 33f - 70.00 10.500 High 51f -14f -14f -

Bigger, heavier jab than 1 with a larger hitbox. However it lacks confirmable followups, relegating its use mostly to combo filling and antiairs. Has two natural string followups:

  • 23 is a meterless combo bounce string. The second hit is identical in every way to the F23 bounce, though in most situations F23 is the preferred pickup due to the greater damage and forward advancement of F2. Still, 23 will connect in several important situations where F23 would be difficult to land, such as in corner 114 combos and after a charged B2.
  • 24 follows up 2 with a nearly fullscreen low tail swipe. Like F23 it is identical to the F2 followup version, though this branch is generally more useful than F24 as the quicker recovery of 2 means that the tail comes out sooner. Nigh-unpunishable on a grounded block if spaced correctly, but very vulnerable to jump-ins. Reward on hit is pretty good, giving a decently long knockdown with as much damage as a sweep, but kameos can allow for full combo continuations from it.

24
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
20f 2f 30f - 70.00 10.500 Low 27f -5f -5f -

Bigger, heavier jab than 1 with a larger hitbox. However it lacks confirmable followups, relegating its use mostly to combo filling and antiairs. Has two natural string followups:

  • 23 is a meterless combo bounce string. The second hit is identical in every way to the F23 bounce, though in most situations F23 is the preferred pickup due to the greater damage and forward advancement of F2. Still, 23 will connect in several important situations where F23 would be difficult to land, such as in corner 114 combos and after a charged B2.
  • 24 follows up 2 with a nearly fullscreen low tail swipe. Like F23 it is identical to the F2 followup version, though this branch is generally more useful than F24 as the quicker recovery of 2 means that the tail comes out sooner. Nigh-unpunishable on a grounded block if spaced correctly, but very vulnerable to jump-ins. Reward on hit is pretty good, giving a decently long knockdown with as much damage as a sweep, but kameos can allow for full combo continuations from it.


B2

b2
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
19f 4f 27f - 50.00 7.500 H 24f -4f -4f -

An overhead chop that can be held and charged. While the tap version is unreactable at 19 frame startup it is very short ranged, -13 on block, deals only 5% damage, and gives a shorter knockdown than other tap-overheads (like Raiden's B2). Still, the tap B2 is an important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.

Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 47 frames), but it will also allow Reptile to kara cancel into a handful of select specials. By far the most important of these is the Death Roll cancel, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead and an armored low. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.

b2 (hold)
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
33f 3f 31f - 70.00 10.500 H 24f -4f -4f -

An overhead chop that can be held and charged. While the tap version is unreactable at 19 frame startup it is very short ranged, -13 on block, deals only 5% damage, and gives a shorter knockdown than other tap-overheads (like Raiden's B2). Still, the tap B2 is an important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.

Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 47 frames), but it will also allow Reptile to kara cancel into a handful of select specials. By far the most important of these is the Death Roll cancel, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead and an armored low. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.

b2 (hold)
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

An overhead chop that can be held and charged. While the tap version is unreactable at 19 frame startup it is very short ranged, -13 on block, deals only 5% damage, and gives a shorter knockdown than other tap-overheads (like Raiden's B2). Still, the tap B2 is an important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.

Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 47 frames), but it will also allow Reptile to kara cancel into a handful of select specials. By far the most important of these is the Death Roll cancel, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead and an armored low. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.


F211 / F23 / F24

f2
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

Reptile's one-stop shop for close range mids. Short ranged, but leads into a variety of crucial followups:

  • F211 is Reptile's ideal string for close range hit confirms and staggers. From a stagger Reptile has a wealth of options to follow up; immediate overhead/low with B2 vs B3, a surprise B2 kara cancel 50/50, a throw, or another F21. F211, the third hit, finishes the string with a safe ender that creates significant distance on block and leaves no gap. While it can be punished on flawless block, Reptile can cancel into an EX Elbow Dash instead to throw off their timing. Certain kameos will also allow Reptile to combo from F211, giving him a safe advancing gapless mid string that can start combos from any point.
  • F23, a meterless bounce string, is a crucial part of Reptile's combo structure. The knee is identical to the 23 knee, but the greater damage and forward advancement of F23 make it the more preferable followup in most situations. Choosing combo paths that use both available Force Balls with at least one F23 is important to maximizing the bite from Reptile's honest, footsies-centered gameplan. Deals more direct damage than a normal into a Force Ball, but the drop is faster.
  • The F24 tail swipe creates a frame trap that will catch mashing and backdashes, and allows for rudementary 50/50s from F2 with the Stryker or Scorpion kameos.

f21
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

Reptile's one-stop shop for close range mids. Short ranged, but leads into a variety of crucial followups:

  • F211 is Reptile's ideal string for close range hit confirms and staggers. From a stagger Reptile has a wealth of options to follow up; immediate overhead/low with B2 vs B3, a surprise B2 kara cancel 50/50, a throw, or another F21. F211, the third hit, finishes the string with a safe ender that creates significant distance on block and leaves no gap. While it can be punished on flawless block, Reptile can cancel into an EX Elbow Dash instead to throw off their timing. Certain kameos will also allow Reptile to combo from F211, giving him a safe advancing gapless mid string that can start combos from any point.
  • F23, a meterless bounce string, is a crucial part of Reptile's combo structure. The knee is identical to the 23 knee, but the greater damage and forward advancement of F23 make it the more preferable followup in most situations. Choosing combo paths that use both available Force Balls with at least one F23 is important to maximizing the bite from Reptile's honest, footsies-centered gameplan. Deals more direct damage than a normal into a Force Ball, but the drop is faster.
  • The F24 tail swipe creates a frame trap that will catch mashing and backdashes, and allows for rudementary 50/50s from F2 with the Stryker or Scorpion kameos.

f211
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

Reptile's one-stop shop for close range mids. Short ranged, but leads into a variety of crucial followups:

  • F211 is Reptile's ideal string for close range hit confirms and staggers. From a stagger Reptile has a wealth of options to follow up; immediate overhead/low with B2 vs B3, a surprise B2 kara cancel 50/50, a throw, or another F21. F211, the third hit, finishes the string with a safe ender that creates significant distance on block and leaves no gap. While it can be punished on flawless block, Reptile can cancel into an EX Elbow Dash instead to throw off their timing. Certain kameos will also allow Reptile to combo from F211, giving him a safe advancing gapless mid string that can start combos from any point.
  • F23, a meterless bounce string, is a crucial part of Reptile's combo structure. The knee is identical to the 23 knee, but the greater damage and forward advancement of F23 make it the more preferable followup in most situations. Choosing combo paths that use both available Force Balls with at least one F23 is important to maximizing the bite from Reptile's honest, footsies-centered gameplan. Deals more direct damage than a normal into a Force Ball, but the drop is faster.
  • The F24 tail swipe creates a frame trap that will catch mashing and backdashes, and allows for rudementary 50/50s from F2 with the Stryker or Scorpion kameos.

f23
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

Reptile's one-stop shop for close range mids. Short ranged, but leads into a variety of crucial followups:

  • F211 is Reptile's ideal string for close range hit confirms and staggers. From a stagger Reptile has a wealth of options to follow up; immediate overhead/low with B2 vs B3, a surprise B2 kara cancel 50/50, a throw, or another F21. F211, the third hit, finishes the string with a safe ender that creates significant distance on block and leaves no gap. While it can be punished on flawless block, Reptile can cancel into an EX Elbow Dash instead to throw off their timing. Certain kameos will also allow Reptile to combo from F211, giving him a safe advancing gapless mid string that can start combos from any point.
  • F23, a meterless bounce string, is a crucial part of Reptile's combo structure. The knee is identical to the 23 knee, but the greater damage and forward advancement of F23 make it the more preferable followup in most situations. Choosing combo paths that use both available Force Balls with at least one F23 is important to maximizing the bite from Reptile's honest, footsies-centered gameplan. Deals more direct damage than a normal into a Force Ball, but the drop is faster.
  • The F24 tail swipe creates a frame trap that will catch mashing and backdashes, and allows for rudementary 50/50s from F2 with the Stryker or Scorpion kameos.

f24
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

Reptile's one-stop shop for close range mids. Short ranged, but leads into a variety of crucial followups:

  • F211 is Reptile's ideal string for close range hit confirms and staggers. From a stagger Reptile has a wealth of options to follow up; immediate overhead/low with B2 vs B3, a surprise B2 kara cancel 50/50, a throw, or another F21. F211, the third hit, finishes the string with a safe ender that creates significant distance on block and leaves no gap. While it can be punished on flawless block, Reptile can cancel into an EX Elbow Dash instead to throw off their timing. Certain kameos will also allow Reptile to combo from F211, giving him a safe advancing gapless mid string that can start combos from any point.
  • F23, a meterless bounce string, is a crucial part of Reptile's combo structure. The knee is identical to the 23 knee, but the greater damage and forward advancement of F23 make it the more preferable followup in most situations. Choosing combo paths that use both available Force Balls with at least one F23 is important to maximizing the bite from Reptile's honest, footsies-centered gameplan. Deals more direct damage than a normal into a Force Ball, but the drop is faster.
  • The F24 tail swipe creates a frame trap that will catch mashing and backdashes, and allows for rudementary 50/50s from F2 with the Stryker or Scorpion kameos.


D2

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Reptile shifts into his lizard form and goes (╯°□°)╯︵ ┻━┻, sweeping a giant area in front and above him. Perfect for all uppercut applications of antiairs, chip damage, pickups, and reckless disrespecting. In scrambles, swinging the D2 is difficult to punish, deals strong damage, infuriates your opponents, and can be continued with kameos. Though it doesn't quite go as behind Reptile as other uppercuts (especially compared to, say, the Ashrah and Kitana uppercuts) it is still an excellent antiair. The generous bounce of Force Ball also allows certain combos to incorporate a D2 surprisingly late into their structure and still be continued, despite the high accumulated gravity.


3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

A leaping tail swipe that hits twice as a high-mid, with excellent range for its speed. Being a leaping attack it avoids throws and crouching lows on the way up. Slightly less horizontal range than Reptile's 24 and F24 tail normals, but with much greater vertical coverage. Quick recovery and long range make it very difficult to punish on the ground when properly spaced, and its large vertical coverage will require highly accurate jumping to safely clear. Already a great normal by itself, but when combined with a kameo that allows for continuation it becomes one of Reptile's best tools for midscreen combo fishing.

An interesting property of the move is that it can be cancelled into Falling Fangs (the belly flop), despite not being special cancellable. This cancel will even work on whiff, and on hit it appears to apply no hit scaling. Though curious, this property appears to have limited practical applications; damage is not substantially better than a regular 3 by itself (and is obviously much worse than linking the 3 into a kameo combo), the belly flop remains highly reactable at 28 frames of functional startup, and the cancel turns what is normally a difficult punish into a trivially easy punish.


B313

b3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Reptile's best normal - if not his best tool overall. B313 does it all: strong range, starts and ends with a low, easily hit confirmable, fast recovery for staggers, and mostly safe. Remarkable for whiff punishes. Much of Reptile's gameplan is centered around fishing with B31 in the midrange to confirm into combos on hit and start offense on block. Back input also makes it easy to use with backdashes, synergizing well with Reptile's strong dashes and pushback.

  • B3 has Reptile keep much of his upper body back, making it an ideal normal for counterpoking highs.
  • Has a gap between B3 and B31.
  • B313 has Reptile perform a classic slide, low profiling highs while giving tons of forward advancement. Unlike other mid string enders it can be special cancelled, giving him even more options for safety and anti-mashing.

b31
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Reptile's best normal - if not his best tool overall. B313 does it all: excellent range, hits low at two points, easily hit confirmable, fast enough recovery for staggers, and mostly safe. Much of Reptile's gameplan is centered around fishing with B31 in the midrange to confirm into combos on hit and start offense on block. Back input also makes it easy to use with backdashes, synergizing well with Reptile's strong dashes and pushback.

  • B3 has Reptile keep much of his upper body back, making it an ideal normal for counterpoking highs.
  • Has a gap between B3 and B31.
  • B313 has Reptile perform a classic slide, low profiling highs while giving tons of forward advancement. Unlike other mid string enders it can be special cancelled, giving him even more options for safety and anti-mashing.

b313
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Reptile's best normal - if not his best tool overall. B313 does it all: excellent range, hits low at two points, easily hit confirmable, fast enough recovery for staggers, and mostly safe. Much of Reptile's gameplan is centered around fishing with B31 in the midrange to confirm into combos on hit and start offense on block. Back input also makes it easy to use with backdashes, synergizing well with Reptile's strong dashes and pushback.

  • B3 has Reptile keep much of his upper body back, making it an ideal normal for counterpoking highs.
  • Has a gap between B3 and B31.
  • B313 has Reptile perform a classic slide, low profiling highs while giving tons of forward advancement. Unlike other mid string enders it can be special cancelled, giving him even more options for safety and anti-mashing.


d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Aerial

j1

j1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j2

j2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j3

j3
Jumping Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -

j4

j4
Jumping Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -



MK1 Navigation

General
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Ashrah
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Roster Data
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Kameo Data
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